/**************************************************************************
-Copyright 2002-2008 Tungsten Graphics Inc., Cedar Park, Texas.
+Copyright 2002-2008 VMware, Inc.
All Rights Reserved.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
-TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
+VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
USE OR OTHER DEALINGS IN THE SOFTWARE.
/*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
*/
* example by building a list that consists of one very long primitive
* (eg Begin(Triangles), 1000 vertices, End), and calling that list
* from inside a different begin/end object (Begin(Lines), CallList,
- * End).
+ * End).
*
* In that case the code will have to replay the list as individual
* commands through the Exec dispatch table, or fix up the copied
*
* The list compiler currently doesn't attempt to compile lists
* containing EvalCoord or EvalPoint commands. On encountering one of
- * these, compilation falls back to opcodes.
+ * these, compilation falls back to opcodes.
*
* This could be improved to fallback only when a mix of EvalCoord and
* Vertex commands are issued within a single primitive.
#include "main/api_arrayelt.h"
#include "main/vtxfmt.h"
#include "main/dispatch.h"
+#include "main/state.h"
+#include "util/bitscan.h"
#include "vbo_context.h"
#include "vbo_noop.h"
static GLuint
_save_copy_vertices(struct gl_context *ctx,
const struct vbo_save_vertex_list *node,
- const GLfloat * src_buffer)
+ const fi_type * src_buffer)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- const struct _mesa_prim *prim = &node->prim[node->prim_count - 1];
+ const struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
GLuint nr = prim->count;
GLuint sz = save->vertex_size;
- const GLfloat *src = src_buffer + prim->start * sz;
- GLfloat *dst = save->copied.buffer;
+ const fi_type *src = src_buffer + prim->start * sz;
+ fi_type *dst = save->copied.buffer;
GLuint ovf, i;
if (prim->end)
* user. Perhaps there could be a special number for internal
* buffers:
*/
- vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx,
- VBO_BUF_ID,
- GL_ARRAY_BUFFER_ARB);
+ vertex_store->bufferobj = ctx->Driver.NewBufferObject(ctx, VBO_BUF_ID);
if (vertex_store->bufferobj) {
save->out_of_memory =
!ctx->Driver.BufferData(ctx,
GL_ARRAY_BUFFER_ARB,
VBO_SAVE_BUFFER_SIZE * sizeof(GLfloat),
NULL, GL_STATIC_DRAW_ARB,
+ GL_MAP_WRITE_BIT |
+ GL_DYNAMIC_STORAGE_BIT,
vertex_store->bufferobj);
}
else {
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
}
- vertex_store->buffer = NULL;
+ vertex_store->buffer_map = NULL;
vertex_store->used = 0;
vertex_store->refcount = 1;
free_vertex_store(struct gl_context *ctx,
struct vbo_save_vertex_store *vertex_store)
{
- assert(!vertex_store->buffer);
+ assert(!vertex_store->buffer_map);
if (vertex_store->bufferobj) {
_mesa_reference_buffer_object(ctx, &vertex_store->bufferobj, NULL);
}
-GLfloat *
+fi_type *
vbo_save_map_vertex_store(struct gl_context *ctx,
struct vbo_save_vertex_store *vertex_store)
{
+ const GLbitfield access = (GL_MAP_WRITE_BIT |
+ GL_MAP_INVALIDATE_RANGE_BIT |
+ GL_MAP_UNSYNCHRONIZED_BIT |
+ GL_MAP_FLUSH_EXPLICIT_BIT);
+
assert(vertex_store->bufferobj);
- assert(!vertex_store->buffer);
+ assert(!vertex_store->buffer_map); /* the buffer should not be mapped */
+
if (vertex_store->bufferobj->Size > 0) {
- vertex_store->buffer =
- (GLfloat *) ctx->Driver.MapBufferRange(ctx, 0,
- vertex_store->bufferobj->Size,
- GL_MAP_WRITE_BIT, /* not used */
- vertex_store->bufferobj);
- assert(vertex_store->buffer);
- return vertex_store->buffer + vertex_store->used;
+ /* Map the remaining free space in the VBO */
+ GLintptr offset = vertex_store->used * sizeof(GLfloat);
+ GLsizeiptr size = vertex_store->bufferobj->Size - offset;
+ fi_type *range = (fi_type *)
+ ctx->Driver.MapBufferRange(ctx, offset, size, access,
+ vertex_store->bufferobj,
+ MAP_INTERNAL);
+ if (range) {
+ /* compute address of start of whole buffer (needed elsewhere) */
+ vertex_store->buffer_map = range - vertex_store->used;
+ assert(vertex_store->buffer_map);
+ return range;
+ }
+ else {
+ vertex_store->buffer_map = NULL;
+ return NULL;
+ }
}
else {
/* probably ran out of memory for buffers */
struct vbo_save_vertex_store *vertex_store)
{
if (vertex_store->bufferobj->Size > 0) {
- ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj);
+ GLintptr offset = 0;
+ GLsizeiptr length = vertex_store->used * sizeof(GLfloat)
+ - vertex_store->bufferobj->Mappings[MAP_INTERNAL].Offset;
+
+ /* Explicitly flush the region we wrote to */
+ ctx->Driver.FlushMappedBufferRange(ctx, offset, length,
+ vertex_store->bufferobj,
+ MAP_INTERNAL);
+
+ ctx->Driver.UnmapBuffer(ctx, vertex_store->bufferobj, MAP_INTERNAL);
}
- vertex_store->buffer = NULL;
+ vertex_store->buffer_map = NULL;
}
static struct vbo_save_primitive_store *
-alloc_prim_store(struct gl_context *ctx)
+alloc_prim_store(void)
{
struct vbo_save_primitive_store *store =
CALLOC_STRUCT(vbo_save_primitive_store);
- (void) ctx;
store->used = 0;
store->refcount = 1;
return store;
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- save->prim = save->prim_store->buffer + save->prim_store->used;
- save->buffer = save->vertex_store->buffer + save->vertex_store->used;
+ save->prims = save->prim_store->prims + save->prim_store->used;
+ save->buffer_map = save->vertex_store->buffer_map + save->vertex_store->used;
- assert(save->buffer == save->buffer_ptr);
+ assert(save->buffer_map == save->buffer_ptr);
if (save->vertex_size)
- save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
- save->vertex_size);
+ save->max_vert = (VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
+ save->vertex_size;
else
save->max_vert = 0;
save->vert_count = 0;
save->prim_count = 0;
save->prim_max = VBO_SAVE_PRIM_SIZE - save->prim_store->used;
- save->dangling_attr_ref = 0;
+ save->dangling_attr_ref = GL_FALSE;
}
/**
* previous prim.
*/
static void
-vbo_merge_prims(struct gl_context *ctx,
- struct _mesa_prim *prim_list,
- GLuint *prim_count)
+merge_prims(struct _mesa_prim *prim_list,
+ GLuint *prim_count)
{
GLuint i;
struct _mesa_prim *prev_prim = prim_list;
for (i = 1; i < *prim_count; i++) {
struct _mesa_prim *this_prim = prim_list + i;
- if (this_prim->mode == prev_prim->mode &&
- this_prim->mode == GL_QUADS &&
- this_prim->count % 4 == 0 &&
- prev_prim->count % 4 == 0 &&
- this_prim->start == prev_prim->start + prev_prim->count &&
- this_prim->basevertex == prev_prim->basevertex &&
- this_prim->num_instances == prev_prim->num_instances &&
- this_prim->base_instance == prev_prim->base_instance) {
+ vbo_try_prim_conversion(this_prim);
+
+ if (vbo_can_merge_prims(prev_prim, this_prim)) {
/* We've found a prim that just extend the previous one. Tack it
* onto the previous one, and let this primitive struct get dropped.
*/
- prev_prim->count += this_prim->count;
- prev_prim->end = this_prim->end;
+ vbo_merge_prims(prev_prim, this_prim);
continue;
}
*prim_count = prev_prim - prim_list + 1;
}
+
+/**
+ * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
+ * don't have to worry about handling the _mesa_prim::begin/end flags.
+ * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
+ */
+static void
+convert_line_loop_to_strip(struct vbo_save_context *save,
+ struct vbo_save_vertex_list *node)
+{
+ struct _mesa_prim *prim = &node->prims[node->prim_count - 1];
+
+ assert(prim->mode == GL_LINE_LOOP);
+
+ if (prim->end) {
+ /* Copy the 0th vertex to end of the buffer and extend the
+ * vertex count by one to finish the line loop.
+ */
+ const GLuint sz = save->vertex_size;
+ /* 0th vertex: */
+ const fi_type *src = save->buffer_map + prim->start * sz;
+ /* end of buffer: */
+ fi_type *dst = save->buffer_map + (prim->start + prim->count) * sz;
+
+ memcpy(dst, src, sz * sizeof(float));
+
+ prim->count++;
+ node->vertex_count++;
+ save->vert_count++;
+ save->buffer_ptr += sz;
+ save->vertex_store->used += sz;
+ }
+
+ if (!prim->begin) {
+ /* Drawing the second or later section of a long line loop.
+ * Skip the 0th vertex.
+ */
+ prim->start++;
+ prim->count--;
+ }
+
+ prim->mode = GL_LINE_STRIP;
+}
+
+
/**
* Insert the active immediate struct onto the display list currently
* being built.
* being compiled.
*/
node = (struct vbo_save_vertex_list *)
- _mesa_dlist_alloc(ctx, save->opcode_vertex_list, sizeof(*node));
+ _mesa_dlist_alloc_aligned(ctx, save->opcode_vertex_list, sizeof(*node));
if (!node)
return;
+ /* Make sure the pointer is aligned to the size of a pointer */
+ assert((GLintptr) node % sizeof(void *) == 0);
+
/* Duplicate our template, increment refcounts to the storage structs:
*/
+ node->enabled = save->enabled;
memcpy(node->attrsz, save->attrsz, sizeof(node->attrsz));
memcpy(node->attrtype, save->attrtype, sizeof(node->attrtype));
node->vertex_size = save->vertex_size;
node->buffer_offset =
- (save->buffer - save->vertex_store->buffer) * sizeof(GLfloat);
- node->count = save->vert_count;
+ (save->buffer_map - save->vertex_store->buffer_map) * sizeof(GLfloat);
+ node->vertex_count = save->vert_count;
node->wrap_count = save->copied.nr;
node->dangling_attr_ref = save->dangling_attr_ref;
- node->prim = save->prim;
+ node->prims = save->prims;
node->prim_count = save->prim_count;
node->vertex_store = save->vertex_store;
node->prim_store = save->prim_store;
node->vertex_store->refcount++;
node->prim_store->refcount++;
- if (node->prim[0].no_current_update) {
+ if (node->prims[0].no_current_update) {
node->current_size = 0;
node->current_data = NULL;
}
*/
node->current_data = malloc(node->current_size * sizeof(GLfloat));
if (node->current_data) {
- const char *buffer = (const char *) save->vertex_store->buffer;
+ const char *buffer = (const char *) save->vertex_store->buffer_map;
unsigned attr_offset = node->attrsz[0] * sizeof(GLfloat);
unsigned vertex_offset = 0;
- if (node->count)
+ if (node->vertex_count)
vertex_offset =
- (node->count - 1) * node->vertex_size * sizeof(GLfloat);
+ (node->vertex_count - 1) * node->vertex_size * sizeof(GLfloat);
memcpy(node->current_data,
buffer + node->buffer_offset + vertex_offset + attr_offset,
}
}
- assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->count == 0);
+ assert(node->attrsz[VBO_ATTRIB_POS] != 0 || node->vertex_count == 0);
if (save->dangling_attr_ref)
ctx->ListState.CurrentList->Flags |= DLIST_DANGLING_REFS;
- save->vertex_store->used += save->vertex_size * node->count;
+ save->vertex_store->used += save->vertex_size * node->vertex_count;
save->prim_store->used += node->prim_count;
- /* Copy duplicated vertices
+ /* Copy duplicated vertices
*/
- save->copied.nr = _save_copy_vertices(ctx, node, save->buffer);
+ save->copied.nr = _save_copy_vertices(ctx, node, save->buffer_map);
+
+ if (node->prims[node->prim_count - 1].mode == GL_LINE_LOOP) {
+ convert_line_loop_to_strip(save, node);
+ }
- vbo_merge_prims(ctx, node->prim, &node->prim_count);
+ merge_prims(node->prims, &node->prim_count);
/* Deal with GL_COMPILE_AND_EXECUTE:
*/
vbo_loopback_vertex_list(ctx,
(const GLfloat *) ((const char *) save->
- vertex_store->buffer +
+ vertex_store->buffer_map +
node->buffer_offset),
- node->attrsz, node->prim, node->prim_count,
+ node->attrsz, node->prims, node->prim_count,
node->wrap_count, node->vertex_size);
_glapi_set_dispatch(dispatch);
save->buffer_ptr = vbo_save_map_vertex_store(ctx, save->vertex_store);
save->out_of_memory = save->buffer_ptr == NULL;
}
+ else {
+ /* update buffer_ptr for next vertex */
+ save->buffer_ptr = save->vertex_store->buffer_map
+ + save->vertex_store->used;
+ }
if (save->prim_store->used > VBO_SAVE_PRIM_SIZE - 6) {
save->prim_store->refcount--;
assert(save->prim_store->refcount != 0);
- save->prim_store = alloc_prim_store(ctx);
+ save->prim_store = alloc_prim_store();
}
/* Reset our structures for the next run of vertices:
/**
+ * This is called when we fill a vertex buffer before we hit a glEnd().
+ * We
* TODO -- If no new vertices have been stored, don't bother saving it.
*/
static void
/* Close off in-progress primitive.
*/
- save->prim[i].count = (save->vert_count - save->prim[i].start);
- mode = save->prim[i].mode;
- weak = save->prim[i].weak;
- no_current_update = save->prim[i].no_current_update;
+ save->prims[i].count = (save->vert_count - save->prims[i].start);
+ mode = save->prims[i].mode;
+ weak = save->prims[i].weak;
+ no_current_update = save->prims[i].no_current_update;
/* store the copied vertices, and allocate a new list.
*/
/* Restart interrupted primitive
*/
- save->prim[0].mode = mode;
- save->prim[0].weak = weak;
- save->prim[0].no_current_update = no_current_update;
- save->prim[0].begin = 0;
- save->prim[0].end = 0;
- save->prim[0].pad = 0;
- save->prim[0].start = 0;
- save->prim[0].count = 0;
- save->prim[0].num_instances = 1;
- save->prim[0].base_instance = 0;
+ save->prims[0].mode = mode;
+ save->prims[0].weak = weak;
+ save->prims[0].no_current_update = no_current_update;
+ save->prims[0].begin = 0;
+ save->prims[0].end = 0;
+ save->prims[0].pad = 0;
+ save->prims[0].start = 0;
+ save->prims[0].count = 0;
+ save->prims[0].num_instances = 1;
+ save->prims[0].base_instance = 0;
+ save->prims[0].is_indirect = 0;
save->prim_count = 1;
}
/**
* Called only when buffers are wrapped as the result of filling the
- * vertex_store struct.
+ * vertex_store struct.
*/
static void
_save_wrap_filled_vertex(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLfloat *data = save->copied.buffer;
- GLuint i;
+ unsigned numComponents;
/* Emit a glEnd to close off the last vertex list.
*/
*/
assert(save->max_vert - save->vert_count > save->copied.nr);
- for (i = 0; i < save->copied.nr; i++) {
- memcpy(save->buffer_ptr, data, save->vertex_size * sizeof(GLfloat));
- data += save->vertex_size;
- save->buffer_ptr += save->vertex_size;
- save->vert_count++;
- }
+ numComponents = save->copied.nr * save->vertex_size;
+ memcpy(save->buffer_ptr,
+ save->copied.buffer,
+ numComponents * sizeof(fi_type));
+ save->buffer_ptr += numComponents;
+ save->vert_count += save->copied.nr;
}
_save_copy_to_current(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLuint i;
+ GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
- for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
- if (save->attrsz[i]) {
- save->currentsz[i][0] = save->attrsz[i];
- COPY_CLEAN_4V_TYPE_AS_FLOAT(save->current[i], save->attrsz[i],
- save->attrptr[i], save->attrtype[i]);
- }
+ while (enabled) {
+ const int i = u_bit_scan64(&enabled);
+ assert(save->attrsz[i]);
+
+ save->currentsz[i][0] = save->attrsz[i];
+ COPY_CLEAN_4V_TYPE_AS_UNION(save->current[i], save->attrsz[i],
+ save->attrptr[i], save->attrtype[i]);
}
}
_save_copy_from_current(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLint i;
+ GLbitfield64 enabled = save->enabled & (~BITFIELD64_BIT(VBO_ATTRIB_POS));
+
+ while (enabled) {
+ const int i = u_bit_scan64(&enabled);
- for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
switch (save->attrsz[i]) {
case 4:
save->attrptr[i][3] = save->current[i][3];
save->attrptr[i][1] = save->current[i][1];
case 1:
save->attrptr[i][0] = save->current[i][0];
+ break;
case 0:
+ assert(0);
break;
}
}
}
-/* Flush existing data, set new attrib size, replay copied vertices.
+/**
+ * Called when we increase the size of a vertex attribute. For example,
+ * if we've seen one or more glTexCoord2f() calls and now we get a
+ * glTexCoord3f() call.
+ * Flush existing data, set new attrib size, replay copied vertices.
*/
static void
_save_upgrade_vertex(struct gl_context *ctx, GLuint attr, GLuint newsz)
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLuint oldsz;
GLuint i;
- GLfloat *tmp;
+ fi_type *tmp;
/* Store the current run of vertices, and emit a GL_END. Emit a
* BEGIN in the new buffer.
/* Do a COPY_TO_CURRENT to ensure back-copying works for the case
* when the attribute already exists in the vertex and is having
- * its size increased.
+ * its size increased.
*/
_save_copy_to_current(ctx);
*/
oldsz = save->attrsz[attr];
save->attrsz[attr] = newsz;
+ save->enabled |= BITFIELD64_BIT(attr);
save->vertex_size += newsz - oldsz;
save->max_vert = ((VBO_SAVE_BUFFER_SIZE - save->vertex_store->used) /
/* Recalculate all the attrptr[] values:
*/
- for (i = 0, tmp = save->vertex; i < VBO_ATTRIB_MAX; i++) {
+ tmp = save->vertex;
+ for (i = 0; i < VBO_ATTRIB_MAX; i++) {
if (save->attrsz[i]) {
save->attrptr[i] = tmp;
tmp += save->attrsz[i];
* and will need fixup at runtime.
*/
if (save->copied.nr) {
- GLfloat *data = save->copied.buffer;
- GLfloat *dest = save->buffer;
- GLuint j;
+ const fi_type *data = save->copied.buffer;
+ fi_type *dest = save->buffer_map;
/* Need to note this and fix up at runtime (or loopback):
*/
}
for (i = 0; i < save->copied.nr; i++) {
- for (j = 0; j < VBO_ATTRIB_MAX; j++) {
- if (save->attrsz[j]) {
- if (j == attr) {
- if (oldsz) {
- COPY_CLEAN_4V_TYPE_AS_FLOAT(dest, oldsz, data,
- save->attrtype[j]);
- data += oldsz;
- dest += newsz;
- }
- else {
- COPY_SZ_4V(dest, newsz, save->current[attr]);
- dest += newsz;
- }
+ GLbitfield64 enabled = save->enabled;
+ while (enabled) {
+ const int j = u_bit_scan64(&enabled);
+ assert(save->attrsz[j]);
+ if (j == attr) {
+ if (oldsz) {
+ COPY_CLEAN_4V_TYPE_AS_UNION(dest, oldsz, data,
+ save->attrtype[j]);
+ data += oldsz;
+ dest += newsz;
}
else {
- GLint sz = save->attrsz[j];
- COPY_SZ_4V(dest, sz, data);
- data += sz;
- dest += sz;
+ COPY_SZ_4V(dest, newsz, save->current[attr]);
+ dest += newsz;
}
}
+ else {
+ GLint sz = save->attrsz[j];
+ COPY_SZ_4V(dest, sz, data);
+ data += sz;
+ dest += sz;
+ }
}
}
}
+/**
+ * This is called when the size of a vertex attribute changes.
+ * For example, after seeing one or more glTexCoord2f() calls we
+ * get a glTexCoord4f() or glTexCoord1f() call.
+ */
static void
save_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint sz)
{
}
else if (sz < save->active_sz[attr]) {
GLuint i;
- const GLfloat *id = vbo_get_default_vals_as_float(save->attrtype[attr]);
+ const fi_type *id = vbo_get_default_vals_as_union(save->attrtype[attr]);
/* New size is equal or smaller - just need to fill in some
* zeros.
}
+/**
+ * Reset the current size of all vertex attributes to the default
+ * value of 0. This signals that we haven't yet seen any per-vertex
+ * commands such as glNormal3f() or glTexCoord2f().
+ */
static void
_save_reset_vertex(struct gl_context *ctx)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLuint i;
- for (i = 0; i < VBO_ATTRIB_MAX; i++) {
+ while (save->enabled) {
+ const int i = u_bit_scan64(&save->enabled);
+ assert(save->attrsz[i]);
save->attrsz[i] = 0;
save->active_sz[i] = 0;
}
-#define ERROR(err) _mesa_compile_error(ctx, err, __FUNCTION__);
+#define ERROR(err) _mesa_compile_error(ctx, err, __func__);
/* Only one size for each attribute may be active at once. Eg. if
* 3f version won't otherwise set color[3] to 1.0 -- this is the job
* of the chooser function when switching between Color4f and Color3f.
*/
-#define ATTR(A, N, T, V0, V1, V2, V3) \
+#define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
do { \
struct vbo_save_context *save = &vbo_context(ctx)->save; \
\
save_fixup_vertex(ctx, A, N); \
\
{ \
- GLfloat *dest = save->attrptr[A]; \
+ C *dest = (C *)save->attrptr[A]; \
if (N>0) dest[0] = V0; \
if (N>1) dest[1] = V1; \
if (N>2) dest[2] = V2; \
if (N>3) dest[3] = V3; \
- save->attrtype[A] = T; \
+ save->attrtype[A] = T; \
} \
\
if ((A) == 0) { \
if (save->prim_count > 0) {
/* Close off in-progress primitive. */
GLint i = save->prim_count - 1;
- save->prim[i].count = save->vert_count - save->prim[i].start;
+ save->prims[i].count = save->vert_count - save->prims[i].start;
}
/* Need to replay this display list with loopback,
* unfortunately, otherwise this primitive won't be handled
* properly:
*/
- save->dangling_attr_ref = 1;
+ save->dangling_attr_ref = GL_TRUE;
_save_compile_vertex_list(ctx);
}
else {
_mesa_install_save_vtxfmt(ctx, &ctx->ListState.ListVtxfmt);
}
- ctx->Driver.SaveNeedFlush = 0;
+ ctx->Driver.SaveNeedFlush = GL_FALSE;
}
-/* This begin is hooked into ... Updating of
- * ctx->Driver.CurrentSavePrimitive is already taken care of.
+/**
+ * Called when a glBegin is getting compiled into a display list.
+ * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
*/
-GLboolean
+void
vbo_save_NotifyBegin(struct gl_context *ctx, GLenum mode)
{
struct vbo_save_context *save = &vbo_context(ctx)->save;
-
- GLuint i = save->prim_count++;
+ const GLuint i = save->prim_count++;
assert(i < save->prim_max);
- save->prim[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
- save->prim[i].begin = 1;
- save->prim[i].end = 0;
- save->prim[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
- save->prim[i].no_current_update =
+ save->prims[i].mode = mode & VBO_SAVE_PRIM_MODE_MASK;
+ save->prims[i].begin = 1;
+ save->prims[i].end = 0;
+ save->prims[i].weak = (mode & VBO_SAVE_PRIM_WEAK) ? 1 : 0;
+ save->prims[i].no_current_update =
(mode & VBO_SAVE_PRIM_NO_CURRENT_UPDATE) ? 1 : 0;
- save->prim[i].pad = 0;
- save->prim[i].start = save->vert_count;
- save->prim[i].count = 0;
- save->prim[i].num_instances = 1;
- save->prim[i].base_instance = 0;
+ save->prims[i].pad = 0;
+ save->prims[i].start = save->vert_count;
+ save->prims[i].count = 0;
+ save->prims[i].num_instances = 1;
+ save->prims[i].base_instance = 0;
+ save->prims[i].is_indirect = 0;
if (save->out_of_memory) {
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt_noop);
else {
_mesa_install_save_vtxfmt(ctx, &save->vtxfmt);
}
- ctx->Driver.SaveNeedFlush = 1;
- return GL_TRUE;
+
+ /* We need to call vbo_save_SaveFlushVertices() if there's state change */
+ ctx->Driver.SaveNeedFlush = GL_TRUE;
}
{
GET_CURRENT_CONTEXT(ctx);
struct vbo_save_context *save = &vbo_context(ctx)->save;
- GLint i = save->prim_count - 1;
+ const GLint i = save->prim_count - 1;
ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
- save->prim[i].end = 1;
- save->prim[i].count = (save->vert_count - save->prim[i].start);
+ save->prims[i].end = 1;
+ save->prims[i].count = (save->vert_count - save->prims[i].start);
if (i == (GLint) save->prim_max - 1) {
_save_compile_vertex_list(ctx);
}
-/* These are all errors as this vtxfmt is only installed inside
- * begin/end pairs.
- */
-static void GLAPIENTRY
-_save_DrawElements(GLenum mode, GLsizei count, GLenum type,
- const GLvoid * indices)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) count;
- (void) type;
- (void) indices;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements");
-}
-
-
-static void GLAPIENTRY
-_save_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
- GLsizei count, GLenum type, const GLvoid * indices)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) start;
- (void) end;
- (void) count;
- (void) type;
- (void) indices;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements");
-}
-
-
-static void GLAPIENTRY
-_save_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
- const GLvoid * indices, GLint basevertex)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) count;
- (void) type;
- (void) indices;
- (void) basevertex;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawElements");
-}
-
-
-static void GLAPIENTRY
-_save_DrawRangeElementsBaseVertex(GLenum mode,
- GLuint start,
- GLuint end,
- GLsizei count,
- GLenum type,
- const GLvoid * indices, GLint basevertex)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) start;
- (void) end;
- (void) count;
- (void) type;
- (void) indices;
- (void) basevertex;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements");
-}
-
-
-static void GLAPIENTRY
-_save_DrawArrays(GLenum mode, GLint start, GLsizei count)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) start;
- (void) count;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawArrays");
-}
-
-
-static void GLAPIENTRY
-_save_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
- const GLvoid **indices, GLsizei primcount)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) count;
- (void) type;
- (void) indices;
- (void) primcount;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glMultiDrawElements");
-}
-
-
-static void GLAPIENTRY
-_save_MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count,
- GLenum type, const GLvoid * const *indices,
- GLsizei primcount, const GLint *basevertex)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) count;
- (void) type;
- (void) indices;
- (void) primcount;
- (void) basevertex;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION,
- "glMultiDrawElementsBaseVertex");
-}
-
-
-static void GLAPIENTRY
-_save_DrawTransformFeedback(GLenum mode, GLuint name)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) name;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glDrawTransformFeedback");
-}
-
-
-static void GLAPIENTRY
-_save_DrawTransformFeedbackStream(GLenum mode, GLuint name, GLuint stream)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) name;
- (void) stream;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION,
- "glDrawTransformFeedbackStream");
-}
-
-
-static void GLAPIENTRY
-_save_DrawTransformFeedbackInstanced(GLenum mode, GLuint name,
- GLsizei primcount)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) name;
- (void) primcount;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION,
- "glDrawTransformFeedbackInstanced");
-}
-
-
-static void GLAPIENTRY
-_save_DrawTransformFeedbackStreamInstanced(GLenum mode, GLuint name,
- GLuint stream, GLsizei primcount)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) name;
- (void) stream;
- (void) primcount;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION,
- "glDrawTransformFeedbackStreamInstanced");
-}
-
-
-static void GLAPIENTRY
-_save_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) x1;
- (void) y1;
- (void) x2;
- (void) y2;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glRectf");
-}
-
-
-static void GLAPIENTRY
-_save_EvalMesh1(GLenum mode, GLint i1, GLint i2)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) i1;
- (void) i2;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh1");
-}
-
-
-static void GLAPIENTRY
-_save_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
-{
- GET_CURRENT_CONTEXT(ctx);
- (void) mode;
- (void) i1;
- (void) i2;
- (void) j1;
- (void) j2;
- _mesa_compile_error(ctx, GL_INVALID_OPERATION, "glEvalMesh2");
-}
-
-
static void GLAPIENTRY
_save_Begin(GLenum mode)
{
static void GLAPIENTRY
_save_PrimitiveRestartNV(void)
{
- GLenum curPrim;
GET_CURRENT_CONTEXT(ctx);
+ struct vbo_save_context *save = &vbo_context(ctx)->save;
- curPrim = ctx->Driver.CurrentSavePrimitive;
-
- _save_End();
- _save_Begin(curPrim);
+ if (save->prim_count == 0) {
+ /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
+ * is an error.
+ */
+ _mesa_compile_error(ctx, GL_INVALID_OPERATION,
+ "glPrimitiveRestartNV called outside glBegin/End");
+ } else {
+ /* get current primitive mode */
+ GLenum curPrim = save->prims[save->prim_count - 1].mode;
+
+ /* restart primitive */
+ CALL_End(GET_DISPATCH(), ());
+ vbo_save_NotifyBegin(ctx, curPrim);
+ }
}
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLint i;
- if (!_mesa_validate_DrawArrays(ctx, mode, start, count))
+ if (!_mesa_is_valid_prim_mode(ctx, mode)) {
+ _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawArrays(mode)");
+ return;
+ }
+ if (count < 0) {
+ _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawArrays(count<0)");
return;
+ }
if (save->out_of_memory)
return;
+ /* Make sure to process any VBO binding changes */
+ _mesa_update_state(ctx);
+
_ae_map_vbos(ctx);
vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK
}
+static void GLAPIENTRY
+_save_OBE_MultiDrawArrays(GLenum mode, const GLint *first,
+ const GLsizei *count, GLsizei primcount)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i;
+
+ if (!_mesa_is_valid_prim_mode(ctx, mode)) {
+ _mesa_compile_error(ctx, GL_INVALID_ENUM, "glMultiDrawArrays(mode)");
+ return;
+ }
+
+ if (primcount < 0) {
+ _mesa_compile_error(ctx, GL_INVALID_VALUE,
+ "glMultiDrawArrays(primcount<0)");
+ return;
+ }
+
+ for (i = 0; i < primcount; i++) {
+ if (count[i] < 0) {
+ _mesa_compile_error(ctx, GL_INVALID_VALUE,
+ "glMultiDrawArrays(count[i]<0)");
+ return;
+ }
+ }
+
+ for (i = 0; i < primcount; i++) {
+ if (count[i] > 0) {
+ _save_OBE_DrawArrays(mode, first[i], count[i]);
+ }
+ }
+}
+
+
/* Could do better by copying the arrays and element list intact and
* then emitting an indexed prim at runtime.
*/
static void GLAPIENTRY
-_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
- const GLvoid * indices)
+_save_OBE_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid * indices, GLint basevertex)
{
GET_CURRENT_CONTEXT(ctx);
struct vbo_save_context *save = &vbo_context(ctx)->save;
+ struct gl_buffer_object *indexbuf = ctx->Array.VAO->IndexBufferObj;
GLint i;
- if (!_mesa_validate_DrawElements(ctx, mode, count, type, indices, 0))
+ if (!_mesa_is_valid_prim_mode(ctx, mode)) {
+ _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawElements(mode)");
+ return;
+ }
+ if (count < 0) {
+ _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
+ return;
+ }
+ if (type != GL_UNSIGNED_BYTE &&
+ type != GL_UNSIGNED_SHORT &&
+ type != GL_UNSIGNED_INT) {
+ _mesa_compile_error(ctx, GL_INVALID_VALUE, "glDrawElements(count<0)");
return;
+ }
if (save->out_of_memory)
return;
+ /* Make sure to process any VBO binding changes */
+ _mesa_update_state(ctx);
+
_ae_map_vbos(ctx);
- if (_mesa_is_bufferobj(ctx->Array.ArrayObj->ElementArrayBufferObj))
+ if (_mesa_is_bufferobj(indexbuf))
indices =
- ADD_POINTERS(ctx->Array.ArrayObj->ElementArrayBufferObj->Pointer, indices);
+ ADD_POINTERS(indexbuf->Mappings[MAP_INTERNAL].Pointer, indices);
vbo_save_NotifyBegin(ctx, (mode | VBO_SAVE_PRIM_WEAK |
VBO_SAVE_PRIM_NO_CURRENT_UPDATE));
switch (type) {
case GL_UNSIGNED_BYTE:
for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (((GLubyte *) indices)[i]));
+ CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLubyte *) indices)[i]));
break;
case GL_UNSIGNED_SHORT:
for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (((GLushort *) indices)[i]));
+ CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLushort *) indices)[i]));
break;
case GL_UNSIGNED_INT:
for (i = 0; i < count; i++)
- CALL_ArrayElement(GET_DISPATCH(), (((GLuint *) indices)[i]));
+ CALL_ArrayElement(GET_DISPATCH(), (basevertex + ((GLuint *) indices)[i]));
break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glDrawElements(type)");
_ae_unmap_vbos(ctx);
}
+static void GLAPIENTRY
+_save_OBE_DrawElements(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid * indices)
+{
+ _save_OBE_DrawElementsBaseVertex(mode, count, type, indices, 0);
+}
+
static void GLAPIENTRY
_save_OBE_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
GET_CURRENT_CONTEXT(ctx);
struct vbo_save_context *save = &vbo_context(ctx)->save;
- if (!_mesa_validate_DrawRangeElements(ctx, mode,
- start, end, count, type, indices, 0))
+ if (!_mesa_is_valid_prim_mode(ctx, mode)) {
+ _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(mode)");
+ return;
+ }
+ if (count < 0) {
+ _mesa_compile_error(ctx, GL_INVALID_VALUE,
+ "glDrawRangeElements(count<0)");
+ return;
+ }
+ if (type != GL_UNSIGNED_BYTE &&
+ type != GL_UNSIGNED_SHORT &&
+ type != GL_UNSIGNED_INT) {
+ _mesa_compile_error(ctx, GL_INVALID_ENUM, "glDrawRangeElements(type)");
+ return;
+ }
+ if (end < start) {
+ _mesa_compile_error(ctx, GL_INVALID_VALUE,
+ "glDrawRangeElements(end < start)");
return;
+ }
if (save->out_of_memory)
return;
static void GLAPIENTRY
_save_OBE_MultiDrawElements(GLenum mode, const GLsizei *count, GLenum type,
- const GLvoid **indices, GLsizei primcount)
+ const GLvoid * const *indices, GLsizei primcount)
{
GLsizei i;
struct vbo_save_context *save = &vbo_context(ctx)->save;
GLvertexformat *vfmt = &save->vtxfmt;
- _MESA_INIT_ARRAYELT_VTXFMT(vfmt, _ae_);
+ vfmt->ArrayElement = _ae_ArrayElement;
- vfmt->Begin = _save_Begin;
vfmt->Color3f = _save_Color3f;
vfmt->Color3fv = _save_Color3fv;
vfmt->Color4f = _save_Color4f;
vfmt->VertexAttribP3uiv = _save_VertexAttribP3uiv;
vfmt->VertexAttribP4uiv = _save_VertexAttribP4uiv;
+ vfmt->VertexAttribL1d = _save_VertexAttribL1d;
+ vfmt->VertexAttribL2d = _save_VertexAttribL2d;
+ vfmt->VertexAttribL3d = _save_VertexAttribL3d;
+ vfmt->VertexAttribL4d = _save_VertexAttribL4d;
+
+ vfmt->VertexAttribL1dv = _save_VertexAttribL1dv;
+ vfmt->VertexAttribL2dv = _save_VertexAttribL2dv;
+ vfmt->VertexAttribL3dv = _save_VertexAttribL3dv;
+ vfmt->VertexAttribL4dv = _save_VertexAttribL4dv;
+
+ vfmt->VertexAttribL1ui64ARB = _save_VertexAttribL1ui64ARB;
+ vfmt->VertexAttribL1ui64vARB = _save_VertexAttribL1ui64vARB;
+
/* This will all require us to fallback to saving the list as opcodes:
*/
- _MESA_INIT_DLIST_VTXFMT(vfmt, _save_); /* inside begin/end */
+ vfmt->CallList = _save_CallList;
+ vfmt->CallLists = _save_CallLists;
- _MESA_INIT_EVAL_VTXFMT(vfmt, _save_);
+ vfmt->EvalCoord1f = _save_EvalCoord1f;
+ vfmt->EvalCoord1fv = _save_EvalCoord1fv;
+ vfmt->EvalCoord2f = _save_EvalCoord2f;
+ vfmt->EvalCoord2fv = _save_EvalCoord2fv;
+ vfmt->EvalPoint1 = _save_EvalPoint1;
+ vfmt->EvalPoint2 = _save_EvalPoint2;
/* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
* only used when we're inside a glBegin/End pair.
*/
vfmt->Begin = _save_Begin;
- vfmt->Rectf = _save_Rectf;
- vfmt->DrawArrays = _save_DrawArrays;
- vfmt->DrawElements = _save_DrawElements;
- vfmt->DrawRangeElements = _save_DrawRangeElements;
- vfmt->DrawElementsBaseVertex = _save_DrawElementsBaseVertex;
- vfmt->DrawRangeElementsBaseVertex = _save_DrawRangeElementsBaseVertex;
- vfmt->MultiDrawElementsEXT = _save_MultiDrawElements;
- vfmt->MultiDrawElementsBaseVertex = _save_MultiDrawElementsBaseVertex;
- vfmt->DrawTransformFeedback = _save_DrawTransformFeedback;
- vfmt->DrawTransformFeedbackStream = _save_DrawTransformFeedbackStream;
- vfmt->DrawTransformFeedbackInstanced = _save_DrawTransformFeedbackInstanced;
- vfmt->DrawTransformFeedbackStreamInstanced =
- _save_DrawTransformFeedbackStreamInstanced;
}
+/**
+ * Initialize the dispatch table with the VBO functions for display
+ * list compilation.
+ */
+void
+vbo_initialize_save_dispatch(const struct gl_context *ctx,
+ struct _glapi_table *exec)
+{
+ SET_DrawArrays(exec, _save_OBE_DrawArrays);
+ SET_MultiDrawArrays(exec, _save_OBE_MultiDrawArrays);
+ SET_DrawElements(exec, _save_OBE_DrawElements);
+ SET_DrawElementsBaseVertex(exec, _save_OBE_DrawElementsBaseVertex);
+ SET_DrawRangeElements(exec, _save_OBE_DrawRangeElements);
+ SET_MultiDrawElementsEXT(exec, _save_OBE_MultiDrawElements);
+ SET_MultiDrawElementsBaseVertex(exec, _save_OBE_MultiDrawElementsBaseVertex);
+ SET_Rectf(exec, _save_OBE_Rectf);
+ /* Note: other glDraw functins aren't compiled into display lists */
+}
+
+
+
void
vbo_save_SaveFlushVertices(struct gl_context *ctx)
{
/* Noop when we are actually active:
*/
- if (ctx->Driver.CurrentSavePrimitive == PRIM_INSIDE_UNKNOWN_PRIM ||
- ctx->Driver.CurrentSavePrimitive <= GL_POLYGON)
+ if (ctx->Driver.CurrentSavePrimitive <= PRIM_MAX)
return;
if (save->vert_count || save->prim_count)
_save_copy_to_current(ctx);
_save_reset_vertex(ctx);
_save_reset_counters(ctx);
- ctx->Driver.SaveNeedFlush = 0;
+ ctx->Driver.SaveNeedFlush = GL_FALSE;
}
(void) mode;
if (!save->prim_store)
- save->prim_store = alloc_prim_store(ctx);
+ save->prim_store = alloc_prim_store();
if (!save->vertex_store)
save->vertex_store = alloc_vertex_store(ctx);
_save_reset_vertex(ctx);
_save_reset_counters(ctx);
- ctx->Driver.SaveNeedFlush = 0;
+ ctx->Driver.SaveNeedFlush = GL_FALSE;
}
/* EndList called inside a (saved) Begin/End pair?
*/
- if (ctx->Driver.CurrentSavePrimitive != PRIM_OUTSIDE_BEGIN_END) {
-
+ if (_mesa_inside_dlist_begin_end(ctx)) {
if (save->prim_count > 0) {
GLint i = save->prim_count - 1;
ctx->Driver.CurrentSavePrimitive = PRIM_OUTSIDE_BEGIN_END;
- save->prim[i].end = 0;
- save->prim[i].count = (save->vert_count - save->prim[i].start);
+ save->prims[i].end = 0;
+ save->prims[i].count = save->vert_count - save->prims[i].start;
}
/* Make sure this vertex list gets replayed by the "loopback"
* mechanism:
*/
- save->dangling_attr_ref = 1;
+ save->dangling_attr_ref = GL_TRUE;
vbo_save_SaveFlushVertices(ctx);
/* Swap out this vertex format while outside begin/end. Any color,
static void
-vbo_print_vertex_list(struct gl_context *ctx, void *data)
+vbo_print_vertex_list(struct gl_context *ctx, void *data, FILE *f)
{
struct vbo_save_vertex_list *node = (struct vbo_save_vertex_list *) data;
GLuint i;
+ struct gl_buffer_object *buffer = node->vertex_store ?
+ node->vertex_store->bufferobj : NULL;
(void) ctx;
- printf("VBO-VERTEX-LIST, %u vertices %d primitives, %d vertsize\n",
- node->count, node->prim_count, node->vertex_size);
+ fprintf(f, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
+ "buffer %p\n",
+ node->vertex_count, node->prim_count, node->vertex_size,
+ buffer);
for (i = 0; i < node->prim_count; i++) {
- struct _mesa_prim *prim = &node->prim[i];
- printf(" prim %d: %s%s %d..%d %s %s\n",
+ struct _mesa_prim *prim = &node->prims[i];
+ fprintf(f, " prim %d: %s%s %d..%d %s %s\n",
i,
_mesa_lookup_prim_by_nr(prim->mode),
prim->weak ? " (weak)" : "",
for (i = VBO_ATTRIB_POS; i <= VBO_ATTRIB_GENERIC15; i++) {
const GLuint j = i - VBO_ATTRIB_POS;
- ASSERT(j < VERT_ATTRIB_MAX);
+ assert(j < VERT_ATTRIB_MAX);
save->currentsz[i] = &ctx->ListState.ActiveAttribSize[j];
- save->current[i] = ctx->ListState.CurrentAttrib[j];
+ save->current[i] = (fi_type *) ctx->ListState.CurrentAttrib[j];
}
for (i = VBO_ATTRIB_FIRST_MATERIAL; i <= VBO_ATTRIB_LAST_MATERIAL; i++) {
const GLuint j = i - VBO_ATTRIB_FIRST_MATERIAL;
- ASSERT(j < MAT_ATTRIB_MAX);
+ assert(j < MAT_ATTRIB_MAX);
save->currentsz[i] = &ctx->ListState.ActiveMaterialSize[j];
- save->current[i] = ctx->ListState.CurrentMaterial[j];
+ save->current[i] = (fi_type *) ctx->ListState.CurrentMaterial[j];
}
}
vbo_destroy_vertex_list,
vbo_print_vertex_list);
- ctx->Driver.NotifySaveBegin = vbo_save_NotifyBegin;
-
_save_vtxfmt_init(ctx);
_save_current_init(ctx);
_mesa_noop_vtxfmt_init(&save->vtxfmt_noop);
/* These will actually get set again when binding/drawing */
for (i = 0; i < VBO_ATTRIB_MAX; i++)
save->inputs[i] = &save->arrays[i];
-
- /* Hook our array functions into the outside-begin-end vtxfmt in
- * ctx->ListState.
- */
- ctx->ListState.ListVtxfmt.Rectf = _save_OBE_Rectf;
- ctx->ListState.ListVtxfmt.DrawArrays = _save_OBE_DrawArrays;
- ctx->ListState.ListVtxfmt.DrawElements = _save_OBE_DrawElements;
- ctx->ListState.ListVtxfmt.DrawRangeElements = _save_OBE_DrawRangeElements;
- ctx->ListState.ListVtxfmt.MultiDrawElementsEXT = _save_OBE_MultiDrawElements;
- ctx->ListState.ListVtxfmt.MultiDrawElementsBaseVertex = _save_OBE_MultiDrawElementsBaseVertex;
}